Lady Blackbird - Fudge Lite Edition
LADY BLACKBIRD is on the run from an arranged marriage to Count Carlowe. She hired a smuggler skyship, The Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the Remnants, so she could be with her once secret lover, the pirate king Uriah Flint.
HOWEVER - Just before reaching the halfway point of Haven, The Owl was pursued and captured by the Imperial cruiser Hand of Sorrow, under charges of flying a false flag.
EVEN NOW Lady Blackbird, her bodyguard, and the crew of The Owl are detained in the brig, while the commander of the cruiser, Captain Hollas, runs the smuggler ship's registry over the wireless. It's only a matter of time before they discover the outstanding warrants and learn that The Owl is owned by none other than the infamous outcast Cyrus Vance.
How will Lady Blackbird and the others escape the hand of sorrow?
What dangers lie in their path?
Will they be able to find the secret lair of the pirate king? If they do, will Uriah Flint accept Lady Blackbird as his bride? By the time they get there, will she want him to?
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Based on the original RPG Lady Blackbird, written by John Harper
http://www.onesevendesign.com/ladyblackbird/
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Adrift in the Blue
The worlds of the Wild Blue float in a sky of breathable gases circling a small, cold star. Scholars believe that the star is made from pure Essence - the strange energy that sorcerers channel for their magic. This "solar system" is much smaller than you might think - it takes about six weeks to cross from one side to the other on a standard sky ship. Most of the worlds of the Empire are so closely positioned that it takes only a day or two to travel from one to another.
The Lower Depths
The heavier gases form a dense layer of fog below the "sky" of the Wild Blue. This fog is corrosive - people need to wear gas-masks to breathe and most airship hulls will start to corrode after a single exposure. Pirates and other criminals sometimes use the lower depths to evade Imperial patrols and launch raids from hiding. Unfortunately, the depths are home to sky squid and other monstrous things....
Names
Male: Abel, Artemis, August, Eli, Giovanni, Ivan, Jack, Jefferson, Jonas, Leo, Logan, Malachi, Mario, Micah, Nahum, Noah, Orlence, Oscar, Samuel, Silas, Victor, Vlad, Wester
Female: Alice, Ardent, Ashlyn, Caess, Clare, Elena, Eveline, Fiona, Grace, Hannah, Hazel, Hester, Isabel, Krista, Jezebel, Leah, Lucile, Lydia, Seraphina, Sonya, Sophie, Veronica, Violet
Surnames: Bell, Bowen, Canter, Carson, Cross, Harwood, Hollas, Hunter, Kalra, Keel, Moreau, Morgan, Porter, Pickett, Quinn, Sidhu, Soto, Torrez, Vakharia, Walker, Winter, Wright
Noble Houses: Ash, Blackbird, Firefly, Mooncloud, Nightsong, Snow, Twilight, Whitethorn.
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Ilysium
The capitol world of the Empire, home to the great noble houses. Ilysium is rich and decadent, attended by servants, slaves, and the elite bodyguards of the nobility.
Olympia
The staging world of the Imperial Sky Fleet. From here, expeditions are launched into the colonial expanse and all across the Wild Blue. Olympia is also home to the finest brewers and distillers in the Empire.
Haven
The most prominent of the Free Worlds. Here, in the sprawling city hubs, the Trade Union tries to impose some order on the bickering clans and factions of the Free Peoples. Slavery is outlawed here, so many ex-slaves make Haven their home.
Nightport
Unlike other worlds, Nightport does not rotate, which means one face is always in darkness. It is on this side that pirates and smugglers have built a hidden port city in which to carry out their nefarious dealings. This hive of scum and villainy is a dangerous place, but almost anything may be bought or sold there, including secrets.
The Remnants
A swirling maelstrom of spinning world-shards. The Remnants are almost impossible to navigate, even for the best airship pilots. It's said that the pirate king, Uriah Flint, keeps his secret fortress somewhere deep within the Remnants and only those who know the secret of the true course can ever reach it.
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Natasha Syri - Lady Blackbird
An Imperial noble in disguise, escaping an arranged marriage so she can be with her lover.
Broad Traits and Narrow Traits:
Imperial Noble - Etiquette, Dance, Educated, History, Science, Wealth, Connections, House Blackbird
Master Sorcerer - Spellcaster, Channeling, Stormblood, Wind, Lightning, [Fly], [Blast], [Sense]
Athletic - Run, Fencing, Rapier, Duels, Shooting, [Pistol], [Acrobatics]
Charm - Charisma, Presence, Command, Nobles, Servants, [Soldiers]
Cunning - Deception, Misdirection, Disguise, Codes, [Sneak], [Hide]
Bracketed narrow traits are ones the character doesn't have yet.
Keys:
Key of the Paragon: As a noble, you're a cut above the common man. Hit your key when you demonstrate your superiority or when your noble traits overcome a problem. Buyoff: Disown your noble heritage.
Key of the Mission: You must escape the Empire and rendezvous with your once secret lover, the Pirate King Uriah Flint, whom you haven't seen in six years. Hit your key when you take action to complete the mission. Buyoff: Give up on your mission.
Key of the Impostor: You are in disguise, passing yourself off as commoner. Hit your key when you perform well enough to fool someone with your disguise. Buyoff: Reveal your true identity to someone you fooled.
Gifts:
Gift of Stormblood: As long as you can speak, you can channel magical power and do Sorcery. You have the Master Sorcerer trait and the Stormblood tag.
Gift of Inner Focus: Once per session, you can re-roll a failure when doing Sorcery.
Hit Points: 5
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Nathan Bishop
Former pit-fighter and bodyguard to Lady Blackbird.
Broad Traits and Narrow Traits:
Pit-Fighter - Combat Tested, Brutal, Living Weapon, Fast, Hard, [Strong], [Bone-breaking], [Scary Look]
Bodyguard - Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, [Security], [First Aid]
Ex-Slave - Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles, [Hatred], [Iron Will]
Keen - Insightful, Aware, Coiled, Liars, Traps, Danger, [Sense Motives]
Bracketed narrow traits are ones the character doesn't have yet.
Keys:
Key of the Guardian: You are Lady Blackbird's loyal defender. Hit your key when you make a decision influenced by Lady Blackbird or protect her from harm. Buyoff: Sever your relationship with the Lady.
Key of Vengeance: The Empire enslaved you and made you kill for sport. You will have your revenge on them and watch their cities burn. Hit your key when you strike a blow against the Empire (especially by killing an Imperial). Buyoff: Forgive them for what they did to you.
Key of the Warrior: You crave the crash and roar of battle, the tougher the better. Hit your key when you do battle with worthy or superior foes. Buyoff: Pass up an opportunity for a good fight.
Gifts:
Gift of Destruction: You can break things with your bare hands as if you were swinging a sledgehammer. It's scary.
Gift of the Bodyguard: Once per session, you can re-roll a failure when protecting someone.
Hit Points: 5
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Cyrus Vance
An ex-Imperial soldier turned smuggler and soldier-of-fortune, Captain of The Owl.
Broad Traits and Narrow Traits:
Ex-Imperial Soldier - Tactics, Command, Soldiers, Rank, Connections, Maps, Imperial War Ships
Smuggler - Haggle, Deception, Sneak, Hide, Camouflage, Forgery, Pilot, Navigation, [Repair], [Gunnery]
Survivor - Tough, Run, Scrounge, Endure, Creepy Stare, Intimidate, [Medic]
Warrior - Battle-Hardened, Shooting, Two-Gun Style, Pistol, Fencing, Sword, Hail of Lead, [Brawl]
Bracketed narrow traits are ones the character doesn't have yet.
Keys:
Key of the Commander: You are accustomed to giving orders and having them obeyed. Hit your trait when you come up with a plan and give orders to make it happen. Buyoff: Acknowledge someone else as the leader.
Key of Hidden Longing: You are completely enthralled by Lady Blackbird, but you don't want her to know it. Hit your key when you make a decision based on this secret affection or when you somehow show it indirectly. Buyoff: Give up on your secret desire or make it public.
Key of the Outcast: You got exiled from the Empire. Hit your key when your outcast status causes you trouble or is important in a scene. Buyoff: Regain your former standing or join a new group.
Gifts:
Gift of Leadership: Once per session, you can give someone else a chance to re-roll a failed roll, by giving them orders, advice, or setting a good example.
Gift of Warpblood: Once per session, you can teleport yourself or someone you're touching.
Hit Points: 5
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Kale Arkam
A burglar and petty sorcerer, first mate and mechanic of The Owl.
Broad Traits and Narrow Traits:
Burglar - Quiet, Sneak, Hide, Dextrous, Locks, Perceptive, Traps, Darkness, [Alarms] , [Distractions]
Tricky - Quick, Dirty Fighting, Tumbler, Escape, Contortionist, [Sleight of Hand], [Acrobatics], [Dagger]
Petty Magic (use one spell tag at a time) - Light spell, Dark spell, Jump spell, Shatter Spell, [Channeling], [Spellcaster]
Mechanic - Repair, Engines, Efficiency, Spare Parts, Sabotage, Enhancements, [Ship Weapons]
Bracketed narrow traits are ones the character doesn't have yet.
Keys:
Key of Greed: You like the shiny things. Hit your key when you steal something cool or score a big payoff. Buyoff: Swear off stealing forever.
Key of the Mission: You must safely deliver Lady Blackbird to the Pirate King Uriah Flint, so she can marry him. Hit your key when you take action to complete the mission. Buyoff: Give up the mission.
Key of Fraternity: You are sworn to Captain Vance in a bond of brotherhood. Hit your key when your character is influenced by Vance or when you show how deep your bond is. Buyoff: Sever the relationship.
Gifts:
Gift of Concealment: No matter how thoroughly you're searched, you always have a few key items with you. You can produce any common, simple item at a moment's notice.
Gift of Reflexes: Once per session, you can re-roll a failure when doing anything involving grace, dexterity, or quick reflexes.
Hit Points: 5
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Snargle
A goblin sky-sailor and pilot of The Owl.
Broad Traits and Narrow Traits:
Pilot - Daring, Steady, Maneuvering, Evasion, Tricky flying, Navigation, Maps, Atmospherics, The Owl. [Battle], [Ramming]
Sky Sailor - Gunnery, Aim, Maintenance, Observation, Signals, Empire, Pirates, Free Worlds, Haven, [Repair], [Connections]
Goblin - Warp shape, Glide, Nightvision, Agile, Quick, Tumbler, Teeth & Claws, [Mimic Shape], [Reckless], [Connections]
Sly - Crafty, Sneaky, Distractions, Bluff, Languages, Trade Speak, [Sharp], [Disguise]
Bracketed narrow traits are ones the character doesn't have yet.
Keys:
Key of the Daredevil: You thrive in dangerous situations. Hit your key when you do something cool that is risky or reckless (especially piloting stunts). Buyoff: Be very very careful.
Key of Conscience: You don't like to see anyone suffer, even enemies. Hit your key when you help someone who is in trouble or when you change someone's life for the better Buyoff: Ignore a request for help.
Key of Banter: You have a knack for snappy comments. Hit your key when Snargle says something that makes the other players laugh or when you explain something using your pilot techno jargon. Buyoff: Everyone groans at one of your comments.
Gifts:
Gift of Shape Warping: As a goblin, you can change your shape, growing shorter, taller, fatter, thinner, or changing your skin color, at will.
Gift of the Lucky Break: Once per session, you can ignore up to 2 minus results on a single roll.
Hit Points: 5
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Game Mechanics
Fudge Ladder:
Superb
Great
Good
Fair
Mediocre
Poor
Terrible
Fudge die (or Fate die): a 6-sided die with two "+" sides, two "-" sides, and two blank sides. 4dF means 4 Fudge dice are rolled for a result from -4 to +4.
If you don't own any Fudge dice you can roll 4d6 instead. Treat a die roll of 1 or 2 as a plus, 3 or 4 as a blank, and 5 or 6 as a minus. Thus, a roll of 1, 1, 2, 5 would be equivalent to [-][-][-][+], which adds up to -2.
Trait Checks:
Start with a trait. Broad Traits are ranked Good, while Narrow Traits are ranked Great. Roll 4dF and shift the trait up or down the Fudge ladder by the number of steps indicated. Compare the result to the action's difficulty rating. A tie or better means the roller succeeded. The GM decides if a player's failed roll means failure or success at a cost.
If the PC wishes to roll a trait they don't have, the skill level defaults to Fair for traits that everybody would have to some degree, and Poor for traits that require training. PCs don't have bracketed traits until the player purchases them.
Bonuses and penalties:
Sometimes a player will have bonuses and/or penalties that could affect their roll. +1 is a good bonus, +2 is a very good bonus, and +3 is a very rare, very large bonus. The same modifiers also apply to penalties. Only the single largest bonus and the single largest penalty apply to any given roll.
Combat:
The GM describes immediate threats and asks the PC, "what do you do?" A failed player roll, or a player ignoring an oncoming threat, means the GM can inflict damage or cause additional problems for the PC ("Escalation"). There is no initiative; the GM shifts the spotlight between the different players as needed.
HP & Damage:
0 HP is unconscious or incapacitated. Most attacks do 1 damage. Attacks that beat the opponent's defense by 3 or more ("critical hit") inflict an extra point of damage.
Healing:
Resting for several hours in unsafe territory (enemy territory, wilderness, dungeon) causes players to regain a number of hit points equal to half the player's max HP, rounded up. Resting overnight in safety and comfort heals full HP.
Medic and First Aid rolls (default difficulty of Fair) are only necessary when a player wishes to restore hit points in a stressful situation (in combat, under a time limit, etc.) Doing so eats up time and leaves the characters vulnerable unless somebody else is protecting them. 2 HP can be regained per successful roll. A failed roll means the situation got worse for the players (time ran out, an enemy noticed them and moved to attack, hostile NPCs arrived on the scene, etc.)
Keys:
Players gain 1 XP when their character hits their key or 2 when the character hits the key against great odds or goes into danger because of it. No player may have more than 5 keys at a time. Players may buy off their key by acting in opposition to it and earn 5 XP thereby. A key that is bought off can never be taken again by that character. A player may act in opposition to their key and still keep it; the player only loses the key when they wish to.
Character Advancement:
When a character gains 5 XP they have earned an advance. A player may spend an advance to:
Add a new Broad Trait
Add a new Narrow Trait to an existing Broad Trait
Add a new Key
Add a new Secret
Players may hold on to advances and spend them at any time, even in the middle of battle.
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The Owl
An old but reliable skyship, outfitted for smuggling
Relative Sizes:
[_]
The Owl
[___]
Sky Squid
|_____________________|
Hand of Sorrow
Sky Hauler C9 Refit
The Owl was once a Sky Hauler C9 cargo ship but has since been extensively customized by Cyrus and Kale. It has a smaller cargo area and four passenger berths in the reclaimed space. It also has hidden smuggling compartments scattered throughout the vessel.
The Owl is an old ship, but it can hold its own with more modern vessels thanks to its custom engines and supercharged steam drive. Snargle has also made several unique adjustments to the controls to allow the large ship to maneuver like a much smaller craft.
Unfortunately, all of these modifications put a lot of strain on the old girl. Kale keeps the ship running day to day, but when it's put under a lot of stress (as it often is) things can go awry - broken pipes, vented steam, leaking fluids, and worse.
Still, The Owl is not just a skyship, it's a home to its crew. They gather around the beat-up old wooden dinner table in the galley every night and thank the four winds that fortune saw fit to bless them with such a fine craft.
Statistics
Length: 48 meters
Crew: 2-3
Berths: 6 (2 crew, 4 passenger)
Cargo Capacity: 30,000 pounds (6 cargo pods)
Powerplant:
* Tri-Valve Reciprocal Steam Drive
* (2) Twin-Coil Induction Thrusters
Cruise Speed: 160 knots
Flank Speed: 310 knots under boost
Weapons: Top-mounted external gun turret
Wireless: Midrange Multi-Band with Signal Mask
Sensors:
* Short-Range Sonar
* Atmosphere/Pressure Analyzer
Hull: Treated to resist corrosion in the lower depths for up to 4 hours.
Hit Points (4):
[ ] Just a Scratch
[ ] Busted and leaking
[ ] Slowed (-1 penalty to ship movement)
[ ] Crippled (dead in the air)
The Owl regains hit points the same way the crew does, as long as a character with Repair is onboard to make the repairs.
The GM may declare that The Owl is low on fuel and/or supplies as events warrant.
Optional: The Owl starts play low on fuel.
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Obstacles and Difficulties
GM Note: Enemies meant for short battles should only have 1 or 2 Hit Points each. Boss NPCs should have around 3-7 HP, but the GM should feel free to silently alter the NPC's HP during battle, either increasing it or decreasing it, to provide the players a more enjoyable combat experience.
Escape the Brig
The cells in the Hand of Sorrow brig are walled in steel with heavy iron locks on the doors.
Difficulty Ratings:
Pick the lock: Fair.
Trick a marine guard: Fair.
(Bishop only) Smash the door open: Automatic.
(Bishop only) Smash the door open quietly: Great.
Sneak through the ship: Good.
Fight crew: Fair.
Fight marines: Good.
Fight a lot of marines: Great (or higher).
Escalation: Alarm goes off. More marines appear. The Owl is jettisoned to stop your escape. Someone gets separated from the group (Lost and/or Trapped).
Bounty Hunter Ambush
Unless they keep a low profile, the actions of The Owl will eventually draw attention from bounty hunters looking to cash in on the warrants for Vance or the reward for Lady Blackbird.
Difficulty Ratings:
Fight back when ambushed: Great.
Flee: Fair.
Try to bargain with them: Good.
Pull a dirty trick to turn the tables: Fair.
Escalation: Someone is grabbed and held at gunpoint.
Skyship Battle
You always want to be above your enemy in a skyship battle - unless your vessel is equipped to go into the Lower Depths....
Difficulty Ratings:
Maneuver for a clear shot: Fair.
Maneuver against a smaller, faster ship: Good.
Maneuver to boarding action: Good.
Fire on enemy ship: Fair.
Fire on a smaller, faster ship: Good.
Avoid enemy fire: Fair.
Avoid a lot of enemy fire: Good to Great.
Escalation: The Owl is hit and loses control. More enemy ships appear. You're driven into a storm by enemy action. The fight attracts a sky squid.
Parlay with Scoundrels
To find the secret path to the lair of the Pirate King in the remnants, you'll have to deal with a whole host of unsavory characters.
Difficulty Ratings:
Find an underworld den: Fair.
Show you're not someone to mess with: Fair.
Arrange a fair deal: Good.
Arrange a deal that goes in your favor: Great.
Spot their devious lies: Good.
Escalation: The scoundrels decide to simply take what they want from you. You're sold out. You were followed to the meet!
Sky Squid Attack
While passing through the lower depths, your engines attract a hungry sky squid. Its tentacles close around The Owl....
Difficulty Ratings:
Escape from tentacles: Great.
Attack Squid: Fair.
Maneuver in squid ink: Good.
Avoid harm from squid attacks (crushing, smashing, biting, thunderous song): Fair.
Escalation: Squid calls other squid with its song. Squid blood attracts other monster(s). Pulled further into the depths (Lost). Crash into rocks/debris/hidden world.
Fight a Sorcerer
Uriah Flint is a flameblood and a master sorcerer. Not that anyone would need to fight him, though. I mean, why would that happen?
Difficulty Ratings:
Dodge blasts of magical fire: Fair.
Attack Flint through his magical defenses: Great.
Endure the heat and smoke as the fight wears on: Fair.
Escalation: The fires spread out of control. You drop your weapons when they get too hot to hold.
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New Traits
Reputation - Trustworthy, Reliable, Fearless, Reckless, Ruthless, Underhanded, Dangerous, Deadly, Cruel, Unpredictable, Heroic, Honorable, Compassionate
Crew - Gunnery, Aim, Maintenance, Damage Control, Observation, Signals, The Owl, Cargo, Supplies, First Aid, Boarding Action
Sky Pirate - Vicious, Hack & Slash, Cutlass, Knife, Shooting, Boomstick, Gunner, Boarding Action, Crew, Loot, Capture, Drink, Hardy, Treacherous, Intimidating, Contacts, Underworld
Explorer - Curious, Aware, Nimble, Hardy, Ancient Lore, Languages, Ruins, Monsters, Myths, Maps
Investigator - Search, Deduction, Perceptive, Seduce, Interrogate, Bribe, Coerce, Contacts, Sneak, Deception, Insight, Logic, Fisticuffs, Pistol
Miner - Tunnels, Labor, Strong, Pickaxe, Dim Light, Hold Breath, Ores, Resist Cold, Endure
Ghostblood - Fly, Possess, Insubstantial, Control Technology, Electrical, Dominate, Terrify, Sneak, Overload
Stoneblood - Harden, Make Heavy, Meld Into Stone, Petrify, Immovable, Mauler, Move Through Stone, Shape Rock, Tough
Voidblood - Invisibility, Vacuum, Make Weightless, Pass Through, Erase Mind, Counterspell, Disintegrate
Dreamblood - Sedate, Manipulate Dream, Enter Dream, Hallucination, Blind Fighting, Read Mind
Bloodhunter - Gather Information, Interrogate, Intimidate, Incognito, Recognize Blood, Reflexes, Authority, Firefights
Bold - Brave, Daring, Heroic, Rescue, Falling, Fire, Reckless, Explosions, Escapes, Outnumbered, Underdog
Note: when you buy a new trait, you don't start with any tags. you need to buy them with advances.
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New Keys & Gifts
The Key of the Traveler
You love exploring new places and meeting new people. Hit your key when you share an interesting detail about a person, place, or thing or when you go somewhere exciting and new. Buyoff: Pass up the opportunity to see something new.
The Key of the Broker
You like to make deals and trade favors. Hit your key when you bargain, make a new contact, or exchange a favor. Buyoff: Cut
yourself off from your network of contacts.
The Key of the Tinkerer
You just can't leave it alone. Hit your key when you modify, improve, repair, or patch some tech. Buyoff: Pass up the opportunity to mess around with technology.
The Key of the Pirate
You pillage, raid, and terrorize the Wild Blue. Hit your key when you impress someone with your piratical nature or do something to add to your reputation. Buyoff: Turn over a new leaf and go straight.
The Key of the Vow
You have a vow of personal behavior that you have sworn not to break. Hit your key when your vow significantly impacts your
decisions. Buyoff: Break your vow.
The Gift of the True Course
Somebody taught you the navigation codes to safely traverse the Remnants.
The Gift of the Explorer
You've been all over the Blue, seen a lot of strange things. Once per session, you can re-roll a failure when you're dealing with local customs or strange places.
The Gift of the Sky Song
You've trained with a master of the Sky Song or have been dream-linked to a sky squid. As a result you know how to call sky squid and can attempt to communicate with them when they appear.
The Gift of the Shootist
You've been in a lot of gunfights or are learning from someone who has. As a result you're deadly with a firearm (or two). Once per session, you can re-roll a failure when you're shooting.